local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath()
local last_punch_time = {}
local pending_players = {}
local timer = 0

-- support for i18n
armor_i18n = { }
armor_i18n.gettext, armor_i18n.ngettext = dofile(modpath.."/intllib.lua")

-- local functions
local S = armor_i18n.gettext
local F = minetest.formspec_escape

dofile(modpath.."/api.lua")

-- Legacy Config Support

local input = io.open(modpath.."/armor.conf", "r")
if input then
   dofile(modpath.."/armor.conf")
   input:close()
   input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
   dofile(worldpath.."/armor.conf")
   input:close()
   input = nil
end
for name, _ in pairs(armor.config) do
   local global = "ARMOR_"..name:upper()
   if minetest.global_exists(global) then
      armor.config[name] = _G[global]
   end
end
if minetest.global_exists("ARMOR_MATERIALS") then
   armor.materials = table.copy(ARMOR_MATERIALS)
end
if minetest.global_exists("ARMOR_FIRE_NODES") then
   armor.fire_nodes = table.copy(ARMOR_FIRE_NODES)
end

-- Load Configuration

for name, config in pairs(armor.config) do
   local setting = minetest.settings:get("armor_"..name)
   if type(config) == "number" then
      setting = tonumber(setting)
   elseif type(config) == "boolean" then
      setting = minetest.settings:get_bool("armor_"..name)
   end
   if setting ~= nil then
      armor.config[name] = setting
   end
end
for material, _ in pairs(armor.materials) do
   local key = "material_"..material
   if armor.config[key] == false then
      armor.materials[material] = nil
   end
end

-- Mod Compatibility

if minetest.get_modpath("technic") then
   armor.formspec = armor.formspec..
      "label[5,2.5;"..F(S("Radiation"))..":  armor_group_radiation]"
   armor:register_armor_group("radiation")
end
local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe", "custom_skin"}
for _, mod in pairs(skin_mods) do
   local path = minetest.get_modpath(mod)
   if path then
      local dir_list = minetest.get_dir_list(path.."/textures")
      for _, fn in pairs(dir_list) do
         if fn:find("_preview.png$") then
            armor:add_preview(fn)
         end
      end
      armor.skin_mod = mod
   end
end
if not minetest.get_modpath("moreores") then
   armor.materials.mithril = nil
end
if not minetest.get_modpath("ethereal") then
   armor.materials.crystal = nil
end

dofile(modpath.."/armor.lua")

-- Armor Initialization

armor.formspec = armor.formspec..
   "label[5,1;"..F(S("Level"))..": armor_level]"..
   "label[5,1.5;"..F(S("Block"))..":  armor_attr_block]"
if armor.config.fire_protect then
   armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..":  armor_attr_fire]"
end
armor:register_on_destroy(function(player, index, stack)
   local name = player:get_player_name()
   local def = stack:get_definition()
   if name and def and def.description then
      minetest.chat_send_player(name, S("Your @1 got destroyed!", def.description))
   end
end)

local function validate_armor_inventory(player)
   -- Workaround for detached inventory swap exploit
   local _, inv = armor:get_valid_player(player, "[validate_armor_inventory]")
   if not inv then
      return
   end
   local armor_prev = {}
   local armor_list_string = player:get_attribute("3d_armor_inventory")
   if armor_list_string then
      local armor_list = armor:deserialize_inventory_list(armor_list_string)
      for i, stack in ipairs(armor_list) do
         if stack:get_count() > 0 then
            armor_prev[stack:get_name()] = i
         end
      end
   end
   local elements = {}
   local player_inv = player:get_inventory()
   for i = 1, 6 do
      local stack = inv:get_stack("armor", i)
      if stack:get_count() > 0 then
         local item = stack:get_name()
         local element = armor:get_element(item)
         if element and not elements[element] then
            if armor_prev[item] then
               armor_prev[item] = nil
            else
               -- Item was not in previous inventory
               armor:run_callbacks("on_equip", player, i, stack)
            end
            elements[element] = true;
         else
            inv:remove_item("armor", stack)
            -- The following code returns invalid items to the player's main
            -- inventory but could open up the possibity for a hacked client
            -- to receive items back they never really had. I am not certain
            -- so remove the is_singleplayer check at your own risk :]
            if player_inv:room_for_item("main", stack) then
               player_inv:add_item("main", stack)
            end
         end
      end
   end
   for item, i in pairs(armor_prev) do
      local stack = ItemStack(item)
      -- Previous item is not in current inventory
      armor:run_callbacks("on_unequip", player, i, stack)
   end
end

local function init_player_armor(player)
   local name = player:get_player_name()
   local pos = player:get_pos()
   if not name or not pos then
      return false
   end
   local armor_inv = minetest.create_detached_inventory(name.."_armor", {
      on_put = function(inv, listname, index, stack, player)
         validate_armor_inventory(player)
         armor:save_armor_inventory(player)
         armor:set_player_armor(player)
      end,
      on_take = function(inv, listname, index, stack, player)
         validate_armor_inventory(player)
         armor:save_armor_inventory(player)
         armor:set_player_armor(player)
      end,
      on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
         validate_armor_inventory(player)
         armor:save_armor_inventory(player)
         armor:set_player_armor(player)
      end,
      allow_put = function(inv, listname, index, put_stack, player)
         local element = armor:get_element(put_stack:get_name())
         if not element then
            return 0
         end
         for i = 1, 6 do
            local stack = inv:get_stack("armor", i)
            local def = stack:get_definition() or {}
            if def.groups and def.groups["armor_"..element]
                  and i ~= index then
               return 0
            end
         end
         return 1
      end,
      allow_take = function(inv, listname, index, stack, player)
         local player_inv = player:get_inventory()
         if player_inv:room_for_item('main', stack) then
            return stack:get_count()
         else
            return 0
         end
      end,
      allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
         return count
      end,
   }, name)
   armor_inv:set_size("armor", 6)
   if not armor:load_armor_inventory(player) and armor.migrate_old_inventory then
      local player_inv = player:get_inventory()
      player_inv:set_size("armor", 6)
      for i=1, 6 do
         local stack = player_inv:get_stack("armor", i)
         armor_inv:set_stack("armor", i, stack)
      end
      armor:save_armor_inventory(player)
      player_inv:set_size("armor", 0)
   end
   for i=1, 6 do
      local stack = armor_inv:get_stack("armor", i)
      if stack:get_count() > 0 then
         armor:run_callbacks("on_equip", player, i, stack)
      end
   end
   armor.def[name] = {
      init_time = minetest.get_gametime(),
      level = 0,
      state = 0,
      count = 0,
      groups = {},
   }
   for _, phys in pairs(armor.physics) do
      armor.def[name][phys] = 1
   end
   for _, attr in pairs(armor.attributes) do
      armor.def[name][attr] = 0
   end
   for group, _ in pairs(armor.registered_groups) do
      armor.def[name].groups[group] = 0
   end
   local skin = armor:get_player_skin(name)
   armor.textures[name] = {
      skin = skin,
      armor = "3d_armor_trans.png",
      wielditem = "3d_armor_trans.png",
      preview = armor.default_skin.."_preview.png",
   }
   local texture_path = minetest.get_modpath("player_textures")
   if texture_path then
      local dir_list = minetest.get_dir_list(texture_path.."/textures")
      for _, fn in pairs(dir_list) do
         if fn == "player_"..name..".png" then
            armor.textures[name].skin = fn
            break
         end
      end
   end
   armor:set_player_armor(player)
   return true
end

-- Armor Player Model

default.player_register_model("3d_armor_character.b3d", {
   animation_speed = 30,
   textures = {
      armor.default_skin..".png",
      "3d_armor_trans.png",
      "3d_armor_trans.png",
   },
   animations = {
      stand = {x=0, y=79},
      lay = {x=162, y=166},
      walk = {x=168, y=187},
      mine = {x=189, y=198},
      walk_mine = {x=200, y=219},
      sit = {x=81, y=160},
   },
})

minetest.register_on_player_receive_fields(function(player, formname, fields)
   local name = armor:get_valid_player(player, "[on_player_receive_fields]")
   if not name then
      return
   end
   for field, _ in pairs(fields) do
      if string.find(field, "skins_set") then
         minetest.after(0, function(player)
            local skin = armor:get_player_skin(name)
            armor.textures[name].skin = skin
            armor:set_player_armor(player)
         end, player)
      end
   end
end)

minetest.register_on_joinplayer(function(player)
   default.player_set_model(player, "3d_armor_character.b3d")
   minetest.after(0, function(player)
      if init_player_armor(player) == false then
         pending_players[player] = 0
      end
   end, player)
end)

minetest.register_on_leaveplayer(function(player)
   local name = player:get_player_name()
   if name then
      armor.def[name] = nil
      armor.textures[name] = nil
   end
   pending_players[player] = nil
end)

if armor.config.drop == true or armor.config.destroy == true then
   minetest.register_on_dieplayer(function(player)
      local name, armor_inv = armor:get_valid_player(player, "[on_dieplayer]")
      if not name then
         return
      end
      local drop = {}
      for i=1, armor_inv:get_size("armor") do
         local stack = armor_inv:get_stack("armor", i)
         if stack:get_count() > 0 then
            table.insert(drop, stack)
            armor:run_callbacks("on_unequip", player, i, stack)
            armor_inv:set_stack("armor", i, nil)
         end
      end
      armor:save_armor_inventory(player)
      armor:set_player_armor(player)
      local pos = player:get_pos()
      if pos and armor.config.destroy == false then
         minetest.after(armor.config.bones_delay, function()
            local meta = nil
            local maxp = vector.add(pos, 8)
            local minp = vector.subtract(pos, 8)
            local bones = minetest.find_nodes_in_area(minp, maxp, {"bones:bones"})
            for _, p in pairs(bones) do
               local m = minetest.get_meta(p)
               if m:get_string("owner") == name then
                  meta = m
                  break
               end
            end
            if meta then
               local inv = meta:get_inventory()
               for _,stack in ipairs(drop) do
                  if inv:room_for_item("main", stack) then
                     inv:add_item("main", stack)
                  else
                     armor.drop_armor(pos, stack)
                  end
               end
            else
               for _,stack in ipairs(drop) do
                  armor.drop_armor(pos, stack)
               end
            end
         end)
      end
   end)
end

if armor.config.punch_damage == true then
   minetest.register_on_punchplayer(function(player, hitter,
         time_from_last_punch, tool_capabilities)
      local name = player:get_player_name()
      if name then
         armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
         last_punch_time[name] = minetest.get_gametime()
      end
   end)
end

minetest.register_on_player_hpchange(function(player, hp_change)
   if player and hp_change < 0 then
      local name = player:get_player_name()
      if name then
         local time = last_punch_time[name] or 0
         if time ~= 'fire' then
            if player:get_breath() > 0 and hbhunger.hunger[name] >= 1 then
               local block = armor.def[name].block
               if block >= math.random(100) then
                  hp_change = 0
                  armor:punch(player)
               else
                  armor:punch(player)
               end
            end
         end
      end
   end
   return hp_change
end, true)

minetest.register_globalstep(function(dtime)
   timer = timer + dtime
   if timer > armor.config.init_delay then
      for player, count in pairs(pending_players) do
         local remove = init_player_armor(player) == true
         pending_players[player] = count + 1
         if remove == false and count > armor.config.init_times then
            minetest.log("warning", S("3d_armor: Failed to initialize player"))
            remove = true
         end
         if remove == true then
            pending_players[player] = nil
         end
      end
      timer = 0
   end
end)

-- Fire Protection and water breating, added by TenPlus1

if armor.config.fire_protect == true then
   -- override hot nodes so they do not hurt player anywhere but mod
   for _, row in pairs(armor.fire_nodes) do
      if minetest.registered_nodes[row[1]] then
         minetest.override_item(row[1], {damage_per_second = 0})
      end
   end
else
   print (S("[3d_armor] Fire Nodes disabled"))
end


minetest.register_globalstep(function(dtime)
   armor.timer = armor.timer + dtime
   if armor.timer < armor.config.update_time then
      return
   end
   for _,player in pairs(minetest.get_connected_players()) do
      local name = player:get_player_name()
      local pos = player:get_pos()
      local hp = player:get_hp()
      if not name or not pos or not hp then
         return
      end
      -- water breathing
      if armor.config.water_protect == true then
         if armor.def[name].water > 0 and player:get_breath() < 40 then
            local breath_level = player:get_breath()
            local armor_level = armor.def[name].water
            local new_breath = (breath_level + armor_level)
            player:set_breath(new_breath)
            armor:punch(player, 'water')
         end
      end
      -- healing
      if hp < 50 and player:get_breath() >= 1 and hbhunger.hunger[name] >= 1 then
         local heal = armor.def[name].heal
         if heal >= 1 then
            local new_hp = math.floor(hp + heal)
            player:set_hp(new_hp)
            armor:punch(player)
         end
      end
      -- fire protection
      if armor.config.fire_protect == true then
         local fire_damage = true
         pos.y = pos.y + 1.4 -- head level
         local node_head = minetest.get_node(pos).name
         pos.y = pos.y - 1.2 -- feet level
         local node_feet = minetest.get_node(pos).name
         -- is player inside a hot node?
         for _, row in pairs(armor.fire_nodes) do
            -- check fire protection, if not enough then get hurt
            if row[1] == node_head or row[1] == node_feet then
               if fire_damage == true then --runs when player takes damage.
                  armor:punch(player, 'fire')
                  last_punch_time[name] = 'fire'
                  fire_damage = false
               end
               if hp > 0 and armor.def[name].fire < row[2] then --Only runs if player is dead.
                  hp = hp - row[3] * armor.config.update_time
                  player:set_hp(hp)
                  break
               end
            end
         end
      end
   end
   armor.timer = 0
end)
